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Qualität des Beitrags: Beteiligte Poster: Abderita - Strongitharm - Cpt. Chaos Forum: Stardust-Foren Forenbeschreibung: Ragnarök online aus dem Unterforum: Builds Antworten: 9 Forum gestartet am: Samstag 31.03.2007 Sprache: englisch Link zum Originaltopic: Combo Monk Letzte Antwort: vor 15 Jahren, 1 Monat, 7 Tagen, 20 Stunden, 22 Minuten
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Re: Combo Monk
Abderita - 15.03.2008, 11:02Combo Monk
So I am not really used in playing monk (Faye is BabyMonk Fun-Char^^) I will post here how I wanna build my Combo Monk.
Feel free to help me when there are some mistakes or with information and knowledge you got. I will edit the build then and hope at the end it will be a perfect monk going to glo(w)ry XD
The importance is to bring it through monk time as fast as possible, even if leveling is boring. Female monks are soooooo ugly >...<
edit 2:
Get weird with all these skill's different names so I write them down here
absorb spirit - sphere absorption - inhale spirit sphere
body relocation - snap - dash like a bullet
blade stop - root - freeze - dilemma
call spirit - summon spirit sphere - spirit shpere
combo finish - raging trust - way of the dragon
dodge - flee - falling pear petals
explosion of spirit - fury - critical explosion
extremity fist - guillotine fist - asura strike
finger offensive - throw spirit spheres - manipulate spirit sphere
investigation - occult impaction - psychic wave
iron hand - iron fist - knuckle mastery
quadruple strike - raging quadruple blow - chain combo - quadruple blows
spirit recovery - spiritual cadence - spiritual relaxation
steel body - mental strength - physically immune
triple strike - raging treflecta blow - triple blows
Skills as Aco
03 Heal
10 Increase AGI
05 Divine Protection
10 Blessing
07 more Heal
05 more Divine Protection
09 Demon bane
49 = Jobchange 50
Skills as Monk
01 Demon Bane
05 Iron Hand
05 Call Spirit
06 Dodge
10 Triple Strike
05 Quadruple Strike
01 Absorb spirit
05 Investigation - high def monster
05 Finger offensive - range attack
05 Combo finish
01 Steel body - will give it a try^^
= 49 Jobs
edit 1:
my actual equip :
Evil wings / Magician Hat
Hard Saint's robe
some swordmaces
Autohealing Buckler
Mocking Muffler
Spoul Enchanted shoes
Nile rose of Muscle
Mana Spear Clip
Stats (edited)
99 + 21 STR
70 + 20 AGI
30 + 15 DEX
42 + 12 INT
24 + 06 VIT
05 + 03 LUK
So far is what I decided. :roll: Hope it is not too bad^^
Re: Combo Monk
Strongitharm - 15.03.2008, 16:47
OK, a few opinions from my own monk experiences...
Firstly the aco skill set looks pretty good, though I would recommend getting heal to 10 as well - this is a really nice thing for levelling and AGI char with autoheal buckler (and they are not expensive to get).
This means you need 50 points for Aco skills, and so use 1 monk skill for the last aco point, but this has worked fine for me.
Onto monk skills...
1 - Investigate : Works with any weapons, but only affected by the cards. It is always a neutral attack (so no use vs some monsters...).
2 - Spiritual Cadence is actually rather useless... I think it is there to give you some way to get SP back in the dead time after Asura, or during Fury (Critical Explosion - why do monk skills all have so many different names!) status. However, from memory, it only works when sitting, and as an AGI monk you should be able to suck SP from individual monsters well enough whilst they are missing you to recover... I got this with my original monk - Orpheus - and unless I decide Bruce will spend his last few Champion skill points getting Dash-Like-A-Bullet (unlikely, but I could change my mind...) I will not get it again... Monk equipment is quite light, you don't need to carry a lot of heal pots, and you have a high STR, so your loot carrying capacity is pretty good. Bruce was bringing back around 1.5k weight each trip to Magma.
3 - Blade Stop : It is a great party skill, but not so useful soloing. Unless, perhaps, you carry a load of SP recovery items and use it as a period to top up before using an asura strike. A single quad strike does not kill something, and you spend 2 sphere each time you blade stop and quad strike so have to summon lots of spheres (which you can only do outside blade stop) to kill an serious monsters, and solo I always found I was better off just hitting things the old fashioned way than messing about with Blade Stop.
4 - Triple Strike : Get it to 10. It is a free skill - no SP, no buttons to push. The extra damage is very noticable from 5 over 10. You will spend more time using Triple Strike and saving SP for Investigate, Buffs & Heals solo than you will spend using Quad Strike & Combo Finish.
edit : Triple Strike damage is calculated in a slightly strange way... Some bonus are only counted once (like the Very Strong weapon bonus) but monster defense is also only counted once... So against low defence monsters you probably find you do slightly less damage than you expect, but against high defense monster you can do more than you expect...
5 - Iron Hand : Stopping at 5 is the right thing to do. There is a potentially nice Champion skills that needs Iron Hand 7, but the way mastery damage is added means that it makes almost no difference to the monk big attacks (it is added at the end of the calculation, so not multiplied up...).
6 - Flee : Bruce got to 99 with 6 Flee - you get +1 Flee on the odd number levels, and +2 on the even number levels, so it is worth stopping at 6/8/10 more than 5/7/9 if you have the points. As a Champion he may well spend his last points putting Flee up to 10, but it is currently only 5.
7 - Steel Body : This is quite fun solo, and has obvious party uses as a tank (though a lot slower than a pecopeco rider tank...). It is useful solo for clearing out those areas of a map that have a big mob in them to spread the monsters out over the map. Note that you cannot use active skills whilst it runs, but passive skills - like Triple Strike - and auto-skills - like AutoHeal - work fine.
8 - Throw Spirit Spheres : This is also fun. Suck SP from a geo on a map, swap to fire weapon and kill it from range... It takes both card and element from weapons. It is cheap to use, except for the cost of the new spheres, and gives you a range attack that can be useful in parties, but for most AGI combo builds it is fairly slow to cast as we do not have the DEX of the Spirit builds... Bruce did not have this as monk, he chose Steel Body (mainly because Orpheus had it as monk and did not have Steel Body) - he has taken it fairly early as a champion though, partly to have a new thing to play with, and partly as he is partying more as a champion than he did as a monk.
Acolyte Skill Order :
If you can get hold of an autoheal buckler...
Max Heal, then Agi Up, then Bless, then work on Demon Bane and Divine Protection (matter of choice which you prefer...).
Without autoheal then heal 10 is less important early and it become a matter of taste.
I'd recommend maxing one of Agi-Up or Bless before working on the other, they are far more SP efficient at level 10.
Monk Skill Order :
Iron Hands 5
Summon Spirit 5
Investigate 5
Absorb Spirit
Triple Strike 10
Then it depends what else you want to take...
Investigate is very useful early - it always hits and gives you an attack vs high-def monsters - if you plan to level in amatsu2 (and poison toads are nice XP) then it rapidly become a 1-shot horung killer which can make you many friends on that map... If you are not near any high def targets then get Triple Strike to 10 before getting Investigate.
Stat Build :
Assuming you can get one or two bits of nice equipment... Mocking & Mustle Clips are especially useful.
You can get to 99 without needing any VIT or LUK.
STR will become your prime stat, but like many characters you will probably put more into AGI to start with. I'd suggest getting AGI to about 70 and then build STR until you have a total STR (base + bonus) of at least 100.
Base stats of 40 DEX and 12 INT were enough for Bruce. 30 DEX was ok until the high 80, though I'm building DEX a bit faster as a Champion as it does make a difference... Monks effectively never miss, as they get 15 points of damage that ignore all defense (like very strong weapons) from their spirit spheres, so you sometimes do not notice how often you are doing 15 rather than 315 damage due to needing more DEX to reliably hit your opponent. Code: [color=red][/color]
Re: Combo Monk
Abderita - 15.03.2008, 18:04
Thanks for the answer^^
I added my actual equip.
Thought the autoheal buckler would also do heal 9. When it is really a level 1 heal with Heal 9 I will sure do that point to have Heal 10 with it.
I thought about Triple Strike 5 because the % it works is more often then on 10. So I could do Quadruple and Combo finish more often. /hmm
Have to think about the rest. The different names make it really hard...
Re: Combo Monk
Strongitharm - 15.03.2008, 20:06
Autoheal is level 1 _unless_ you have level 10 heal, then it is 10.
I don't think you need that much INT.
Bruce stats at 98
STR : 93+27
AGI : 90+22
VIT : 1+6
INT : 12+12
DEX : 40+15
LUK : 1+3
HP : 5394
SP : 632
Magician Hat,
Devil Wing Ears,
Ifrit Armour,
Mocking Hood,
2 Brooch Of Mustle,
Firelock Carded Shoes (but only +4 so no SP/HP bonus)
Autoheal or Defense-carded Buckler
Wearing speedy armour for +1 AGI give 180 ASpd with fists and awaks.
All stats assuming 10 Bless & 10 Agi-Up.
So getting +9 STR, +3 AGI, +1 DEX from the equipment.
You have no need for more SP than you would use - MAtk does nothing for monk - I found that the damage from combos is useful to thin out a mob suddenly or deal with a really awkward monster, but is not really used a lot in levelling. Use them a lot and the SP do go down quite fast.
Your attack speed should be enough so you will be getting combo opportunities every couple of seconds on average whichever level of Triple Strike you take. Orpheus stopped Triple Strike at 5 and I decided that for me that was a mistake when I was thinking about trying a second monk and going seriously for rebirth. Of course everyone does things differently - but to level fast you are really looking at average damage per second, and every level of Triple Strike adds about 4% to your damage per second, which is why plagi-rogues always want to get beaten up by monks in PvP ;)
Re: Combo Monk
Cpt. Chaos - 15.03.2008, 20:48
Strongitharm wrote: ... and unless I decide Bruce will spend his last few Champion skill points getting Dash-Like-A-Bullet
I know a few people who got this skill and had regrets about that later. Most of them deleted their Monks by now. Think long and hard about it before you ruin a CHAMPION.
Re: Combo Monk
Abderita - 16.03.2008, 12:28
edited in blue today
Thought about my skills and what u explained - results are blue^^
Meanwhile I'd say I have to think about the stats too. As AGI is second stat I should have a little more of it. Will ask the calculator later^^
Re: Combo Monk
Strongitharm - 16.03.2008, 14:16
Cpt. Chaos wrote: Strongitharm wrote: ... and unless I decide Bruce will spend his last few Champion skill points getting Dash-Like-A-Bullet
I know a few people who got this skill and had regrets about that later. Most of them deleted their Monks by now. Think long and hard about it before you ruin a CHAMPION.
Problem in monk build is that is uses something like 47 skill points to get it, so no real choice of build and very hardly anything is properly maxed. Not a problem with Champion - I'd be getting it with the points I am not sure what to use on at the end of the build... but stil leaning towards maxing out flee instead...
Re: Combo Monk
Abderita - 22.05.2008, 11:40
hmm
I got heal 10 now and an autoheal-buckler.
How did u manage to get autoheal 10 with that buckler Tim? On me it does still heal level 1...
edit: solved. Has been a data prob. After I relogged it worked :D
Re: Combo Monk
Strongitharm - 16.03.2009, 22:13
A few things of interest to anyone thinking of combo champion...
Most importantly, the +25% SP bonus really makes a difference - same for SP total as having 25 INT...Bruce kept INT at 1 until in the 90s and always seemed to have enough SP really (well, enough for a low skill use battleaco / monk anyway ^^).
Same for the +25% HP bonus - when added to the good equipment you should have be the time you make rebirth it really does make things much easier second time around.
I think I underestimated the SP effect - Bruce is a monk build champion (only champion specific skill he has is zen). I'm making Orpheus to be an almost identical build in stats, but to add the champion special combo skills as I think even with relatively low INT (maybe 20 + x at level 95) will have enough to power combos in levelling. Zen halves the cost of the spheres, and the bonus SP from rebirth, plus putting a few of the extra stat points into INT later on gives a reasonable amount of SP to burn on skills. I would expect, in parties with magni and buffs provided, to be able ot run the combo skill pretty much full time with Orpheus (then again, he will not have the steel body party tank flexibility of Bruce... so it is another case of making choices...).
Monks can do almost anything well, but not all at the same time, or with the same character....
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